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immersiveengineering-server.toml
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#Configuration related to Immersive Engineering wires
[wires]
#Attempts to make the internal data structures used for wires consistent with the connectors in the world.Use with care and backups and only when suspecting corrupted data.
#This option will check and load all connection endpoints and may slow down the world loading process.
sanitizeConnections = false
#If this is enabled, wires connected to power sources will cause damage to entities touching them
#This shouldn't cause significant lag but possibly will. If it does, please report it at https://github.com/BluSunrize/ImmersiveEngineering/issues unless there is a report of it already.
enableWireDamage = true
#If this is enabled, placing a block in a wire will break it (drop the wire coil)
blocksBreakWires = true
[wires.copper]
#The maximum length of copper wires
#Range: > 0
maxLength = 16
#The transfer rate of copper wire in IF/t
#Range: > 0
transferRate = 2048
#The percentage of received power lost every 16 blocks of distance in copper wire. This means exponential loss!
#Range: 0.0 ~ 1.0
distanceLoss = 0.0125
#In- and output rates of copper wire connectors. This is independent of the transfer rate of the wires.
#Range: > 0
wireConnectorInput = 256
[wires.electrum]
#The maximum length of electrum wires
#Range: > 0
maxLength = 16
#The transfer rate of electrum wire in IF/t
#Range: > 0
transferRate = 8192
#The percentage of received power lost every 16 blocks of distance in electrum wire. This means exponential loss!
#Range: 0.0 ~ 1.0
distanceLoss = 0.003
#In- and output rates of electrum wire connectors. This is independent of the transfer rate of the wires.
#Range: > 0
wireConnectorInput = 1024
[wires.hv]
#The maximum length of hv wires
#Range: > 0
maxLength = 32
#The transfer rate of hv wire in IF/t
#Range: > 0
transferRate = 32768
#The percentage of received power lost every 16 blocks of distance in hv wire. This means exponential loss!
#Range: 0.0 ~ 1.0
distanceLoss = 8.0E-4
#In- and output rates of hv wire connectors. This is independent of the transfer rate of the wires.
#Range: > 0
wireConnectorInput = 4096
[wires.rope]
#The maximum length of rope wires
#Range: > 0
maxLength = 32
[wires.cable]
#The maximum length of cable wires
#Range: > 0
maxLength = 32
[wires.redstone]
#The maximum length of redstone wires
#Range: > 0
maxLength = 32
[wires.insulated_copper]
#The maximum length of insulated_copper wires
#Range: > 0
maxLength = 16
[wires.insulated_electrum]
#The maximum length of insulated_electrum wires
#Range: > 0
maxLength = 16
[machines]
#Output modifier for the energy created by the kinetic dynamo. This will be modified by the rotation modifier of the attached water- or windmill
#Range: 0.0 ~ 2.147483647E9
dynamo_output = 3.0
#Output modifier for the energy created by the Thermoelectric Generator
#Range: 0.0 ~ 2.147483647E9
thermoelectric_output = 1.0
#The Flux that will be output by the lightning rod when it is struck
#Range: > 0
lightning_output = 16000000
#The Flux per tick that the Diesel Generator will output. The burn time of the fuel determines the total output
#Range: > 0
dieselGen_output = 4096
#The Flux per tick the Blast Furnace Preheater will consume to speed up the Blast Furnace
#Range: > 1
preheater_consumption = 32
#The Flux per tick the Charging Station can insert into an item
#Range: > 1
charger_consumption = 256
#The amount of damage a sawblade in the sawmill takes for a single recipe.
#Range: > 1
sawmill_bladeDamage = 5
#The Flux the Assembler will consume to craft an item from a recipe
#Range: > 1
assembler_consumption = 80
#The Flux the Radio Tower will consume per tick to remain active
#Range: > 1
radio_tower_consumption = 128
#Configuration for the low voltage capacitor
[machines.capacitors.lv]
#Maximum energy stored (Flux)
#Range: > 1
storage = 100000
#Maximum energy input (Flux/tick)
#Range: > 1
input = 256
#Maximum energy output (Flux/tick)
#Range: > 1
output = 256
#Configuration for the medium voltage capacitor
[machines.capacitors.mv]
#Maximum energy stored (Flux)
#Range: > 1
storage = 1000000
#Maximum energy input (Flux/tick)
#Range: > 1
input = 1024
#Maximum energy output (Flux/tick)
#Range: > 1
output = 1024
#Configuration for the high voltage capacitor
[machines.capacitors.hv]
#Maximum energy stored (Flux)
#Range: > 1
storage = 4000000
#Maximum energy input (Flux/tick)
#Range: > 1
input = 4096
#Maximum energy output (Flux/tick)
#Range: > 1
output = 4096
[machines.external_heater]
#The Flux per tick consumed to add one heat to a furnace. Creates up to 4 heat in the startup time and then 1 heat per tick to keep it running
#Range: > 1
consumption = 8
#The Flux per tick consumed to double the speed of the furnace. Only happens if furnace is at maximum heat.
#Range: > 1
speedupConsumption = 24
[machines.coredrill]
#The length in ticks it takes for the Core Sample Drill to figure out which mineral is found in a chunk
#Range: > 1
time = 200
#The Flux per tick consumed by the Core Sample Drill
#Range: > 1
consumption = 40
[machines.pump]
#The Flux the Fluid Pump will consume to pick up a fluid block in the world
#Range: > 1
consumption = 250
#The Flux the Fluid Pump will consume pressurize and accelerate fluids, increasing the transferrate
#Range: > 1
consumption_accelerate = 5
#If this is set to true (default) the pump will replace fluids it picks up with cobblestone in order to reduce lag caused by flowing fluids.
placeCobble = true
[machines.teslacoil]
#The Flux per tick the Tesla Coil will consume, simply by being active
#Range: > 1
consumption = 256
#The amount of Flux the Tesla Coil will consume when shocking an entity
#Range: > 1
consumption_active = 512
#The amount of damage the Tesla Coil will do when shocking an entity
#Range: 0.0 ~ 2.147483647E9
damage = 6.0
[machines.turret]
#The Flux per tick any turret consumes to monitor the area
#Range: > 1
consumption = 64
#The Flux per tick the chemthrower turret consumes to shoot
#Range: > 1
chem_consumption = 32
#The Flux per tick the gun turret consumes to shoot
#Range: > 1
gun_consumption = 32
[machines.garden_cloche]
#The Flux per tick the cloche consumes to grow plants
#Range: > 1
consumption = 8
#The amount of ticks one dose of fertilizer lasts in the cloche
#Range: > 1
fertilizer = 6000
#The amount of fluid the cloche uses per dose of fertilizer
#Range: > 1
fluid = 250
#A modifier to apply to the cloches total growing speed
#Range: 0.001 ~ 1000.0
growth_modifier = 1.0
[machines.lantern]
#Set this to false to disable the mob-spawn prevention of the Powered Lantern
spawnPrevent = true
#How much Flux the powered lantern draws per tick
#Range: > 1
energyDraw = 1
#How much Flux the powered lantern can hold (should be greater than the power draw)
#Range: > 1
maxStorage = 10
[machines.floodlight]
#Set this to false to disable the mob-spawn prevention of the Floodlight
spawnPrevent = true
#How much Flux the floodlight draws per tick
#Range: > 1
energyDraw = 5
#How much Flux the floodlight can hold (must be at least 10x the power draw)
#Range: > 1
max_storage = 80
[machines.metal_press]
#A modifier to apply to the energy costs of every metal press recipe
#Range: 0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every metal press recipe
#Range: 0.001 ~ 1000.0
timeModifier = 1.0
[machines.crusher]
#A modifier to apply to the energy costs of every crusher recipe
#Range: 0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every crusher recipe
#Range: 0.001 ~ 1000.0
timeModifier = 1.0
[machines.squeezer]
#A modifier to apply to the energy costs of every squeezer recipe
#Range: 0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every squeezer recipe
#Range: 0.001 ~ 1000.0
timeModifier = 1.0
[machines.fermenter]
#A modifier to apply to the energy costs of every fermenter recipe
#Range: 0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every fermenter recipe
#Range: 0.001 ~ 1000.0
timeModifier = 1.0
[machines.refinery]
#A modifier to apply to the energy costs of every refinery recipe
#Range: 0.001 ~ 1000.0
energyModifier = 1.0
[machines.auto_workbench]
#A modifier to apply to the energy costs of every auto workbench recipe
#Range: 0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every auto workbench recipe
#Range: 0.001 ~ 1000.0
timeModifier = 1.0
[machines.bottling_machine]
#A modifier to apply to the energy costs of every bottling machine recipe
#Range: 0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every bottling machine recipe
#Range: 0.001 ~ 1000.0
timeModifier = 1.0
[machines.mixer]
#A modifier to apply to the energy costs of every mixer recipe
#Range: 0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every mixer recipe
#Range: 0.001 ~ 1000.0
timeModifier = 1.0
[machines.sawmill]
#A modifier to apply to the energy costs of every sawmill recipe
#Range: 0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every sawmill recipe
#Range: 0.001 ~ 1000.0
timeModifier = 1.0
[machines.arc_furnace]
#A modifier to apply to the energy costs of every arc furnace recipe
#Range: 0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every arc furnace recipe
#Range: 0.001 ~ 1000.0
timeModifier = 1.0
#The maximum amount of damage Graphite Electrodes can take. While the furnace is working, electrodes sustain 1 damage per tick, so this is effectively the lifetime in ticks. The default value of 96000 makes them last for 8 consecutive ingame days
#Range: > 1
electrodeDamage = 96000
#The recycling functionality of the arc furnace is no longer controlled by a config option.
#Like all IE recipes, this is now controlled via a datapack, using the recipe file:
#immersiveengineering/recipes/arc_recycling_list.json
#To disable recycling, add that file to your datapack and fill it with the following content:
#{
# "type": "immersiveengineering:generated_list",
# "conditions": [ { "type": "forge:false" } ]
#}
recycle = ""
[machines.excavator]
#The Flux per tick the Excavator will consume to dig
#Range: > 1
consumption = 4096
#The speed of the Excavator. Basically translates to how many degrees per tick it will turn.
#Range: 0.001 ~ 1000.0
speed = 1.0
#Set this to false to disable the ridiculous amounts of particles the Excavator spawns
particles = true
#The threshold the perlin noise has to cross for a mineral vein to be generated. Higher means less likely.
#Range: 0.0 ~ 1.0
chance = 0.9
#The maximum amount of yield one can get out of a chunk with the excavator. Set a number smaller than zero to make it infinite
#Range: > -1
yield = 38400
#The maximum depletion a vein can start with, as a decimal value. When a vein generates, a random percentage up to this value is depleted from it
#Range: 0.0 ~ 1.0
initial_depletion = 0.2
[ores]
#Set to true to generate excavator veins in chunks not generated with IE
retrogen_excavator_veins = false
#The retrogeneration key. Basically IE checks if this key is saved in the chunks data. If it isn't, it will perform retrogen on all ores marked for retrogen.
#Change this in combination with the retrogen booleans to regen only some of the ores.
retrogen_key = "DEFAULT"
#Set this to false to disable the logging of the chunks that were flagged for retrogen.
retrogen_log_flagChunk = true
#Set this to false to disable the logging of the chunks that are still left to retrogen.
retrogen_log_remaining = true
#Ore generation config - bauxite
[ores.bauxite]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#Allowed Values: UNIFORM, TRAPEZOID
distribution = "TRAPEZOID"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#Range: 0.0 ~ 1.0
air_exposure = 0.0
#The maximum size of a vein. Set to 0 to disable generation
#Range: > 0
vein_size = 0
#The minimum Y coordinate this ore can spawn at
#Range: > -2147483648
min_y = 32
#The maximum Y coordinate this ore can spawn at
#Range: > -2147483648
max_y = 112
#The number of veins attempted to be generated per chunk
#Range: > 0
attempts_per_chunk = 16
#Set this to true to allow retro-generation of bauxite Ore.
retrogen_enable = false
#Ore generation config - lead
[ores.lead]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#Allowed Values: UNIFORM, TRAPEZOID
distribution = "TRAPEZOID"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#Range: 0.0 ~ 1.0
air_exposure = 0.0
#The maximum size of a vein. Set to 0 to disable generation
#Range: > 0
vein_size = 0
#The minimum Y coordinate this ore can spawn at
#Range: > -2147483648
min_y = -32
#The maximum Y coordinate this ore can spawn at
#Range: > -2147483648
max_y = 80
#The number of veins attempted to be generated per chunk
#Range: > 0
attempts_per_chunk = 12
#Set this to true to allow retro-generation of lead Ore.
retrogen_enable = false
#Ore generation config - silver
[ores.silver]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#Allowed Values: UNIFORM, TRAPEZOID
distribution = "TRAPEZOID"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#Range: 0.0 ~ 1.0
air_exposure = 0.25
#The maximum size of a vein. Set to 0 to disable generation
#Range: > 0
vein_size = 0
#The minimum Y coordinate this ore can spawn at
#Range: > -2147483648
min_y = -48
#The maximum Y coordinate this ore can spawn at
#Range: > -2147483648
max_y = 32
#The number of veins attempted to be generated per chunk
#Range: > 0
attempts_per_chunk = 10
#Set this to true to allow retro-generation of silver Ore.
retrogen_enable = false
#Ore generation config - nickel
[ores.nickel]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#Allowed Values: UNIFORM, TRAPEZOID
distribution = "UNIFORM"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#Range: 0.0 ~ 1.0
air_exposure = 0.0
#The maximum size of a vein. Set to 0 to disable generation
#Range: > 0
vein_size = 0
#The minimum Y coordinate this ore can spawn at
#Range: > -2147483648
min_y = -64
#The maximum Y coordinate this ore can spawn at
#Range: > -2147483648
max_y = 24
#The number of veins attempted to be generated per chunk
#Range: > 0
attempts_per_chunk = 7
#Set this to true to allow retro-generation of nickel Ore.
retrogen_enable = false
#Ore generation config - deep_nickel
[ores.deep_nickel]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#Allowed Values: UNIFORM, TRAPEZOID
distribution = "TRAPEZOID"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#Range: 0.0 ~ 1.0
air_exposure = 0.0
#The maximum size of a vein. Set to 0 to disable generation
#Range: > 0
vein_size = 0
#The minimum Y coordinate this ore can spawn at
#Range: > -2147483648
min_y = -120
#The maximum Y coordinate this ore can spawn at
#Range: > -2147483648
max_y = -8
#The number of veins attempted to be generated per chunk
#Range: > 0
attempts_per_chunk = 11
#Set this to true to allow retro-generation of deep_nickel Ore.
retrogen_enable = false
#Ore generation config - uranium
[ores.uranium]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#Allowed Values: UNIFORM, TRAPEZOID
distribution = "TRAPEZOID"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#Range: 0.0 ~ 1.0
air_exposure = 0.5
#The maximum size of a vein. Set to 0 to disable generation
#Range: > 0
vein_size = 0
#The minimum Y coordinate this ore can spawn at
#Range: > -2147483648
min_y = -64
#The maximum Y coordinate this ore can spawn at
#Range: > -2147483648
max_y = -16
#The number of veins attempted to be generated per chunk
#Range: > 0
attempts_per_chunk = 9
#Set this to true to allow retro-generation of uranium Ore.
retrogen_enable = false
[tools]
#The maximum durability of the Engineer's Hammer. Used up when hammering ingots into plates.
#Range: > 1
hammer_durability = 100
#The maximum durability of the Wirecutter. Used up when cutting plates into wire.
#Range: > 1
cutter_durability = 250
[tools.bullet_damage]
#The amount of base damage a Casull Cartridge inflicts
#Range: 0.0 ~ 1.7976931348623157E308
casull = 10.0
#The amount of base damage a armor piercing Cartridge inflicts
#Range: 0.0 ~ 1.7976931348623157E308
ap = 10.0
#The amount of base damage a single part of buckshot inflicts
#Range: 0.0 ~ 1.7976931348623157E308
buck = 2.0
#The amount of base damage a dragon breath cartridge inflicts
#Range: 0.0 ~ 1.7976931348623157E308
dragon = 1.0
#The amount of base damage a homing cartridge inflicts
#Range: 0.0 ~ 1.7976931348623157E308
homing = 10.0
#The amount of base damage a wolfpack cartridge inflicts
#Range: 0.0 ~ 1.7976931348623157E308
wolfpack = 4.0
#The amount of base damage the sub-projectiles of a wolfpack cartridge inflicts
#Range: 0.0 ~ 1.7976931348623157E308
wolfpack_part = 8.0
#The amount of damage a silver bullet inflicts
#Range: 0.0 ~ 1.7976931348623157E308
silver = 10.0
#The amount of base damage a phial cartridge inflicts
#Range: 0.0 ~ 1.7976931348623157E308
phial = 1.0
[tools.chemthrower]
#The mb of fluid the Chemical Thrower will consume per tick of usage
#Range: > 1
consumption = 10
#Set this to false to disable the use of Sneak+Scroll to switch Chemthrower tanks.
scroll = true
[tools.railgun]
#The base amount of Flux consumed per shot by the Railgun
#Range: > 1
consumption = 800
#A modifier for the damage of all projectiles fired by the Railgun
#Range: 0.0 ~ 1.7976931348623157E308
damage_modifier = 1.0